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Actually it was pretty fun. I have some remarks: First, why you have to "load" the game? Why a message says "GAME LOADED"? No need for that. Second, intro story is too long. The best stories are told via gameplay, not throwing a bunch of text hoping the player will read. Third, the movement feels dumb. It would be better with diagonal and soft movement. After that, there are some other minor remarks, but as I told, it was pretty fun anyway. One last thing is, I don't have A CLUE what does this have to do with EVOLUTION.

windows 2 dafaq?
but good game, even though its gamemaker.
but can i ask a few questions?
1. when you slow down time, did you just set the room speed to 15 or so for about 50 steps?
2.for the coppers, for the eyesight did you use position checking or did you draw a collision line?
3. did you use a variable for the messages or was each a sepreate object?
btw pretty good game. kept playing it too.
and to those who are weeping about not moving diagonally, gamemaker doesn't support double key pressing. im fine with that actually, unless he make a variable and defines the direction (A LOTTA WORK!) then you cannot press multiple keys at one time. im guessing Mark Overmars will have to look into that.

Thanks for the comments, fixing some of the bugs and adding some stuff you guys said in the post compo version. And to answer your questions mohammad:
1: yeah I did, it's lazy but I was really pressed for time
2: collision line
3: separate object
The post compo version will add moving diagonally! sort of...it works pretty well I think

The movement felt slow, the enemies were a bit simple-minded, the sounds might have been annoying at times, but the story was well-told. The story was by far the best part of the whole experience, nicely done.